If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting. 

A weird thing is, if call SetLightingChannels at BeginPlay, the lighting channel can be changed as expected.

Steps to Reproduce
  1. Test content: [Link Removed]
  2. Open test level L_SetLightingChannel.
  3. Play, press F, the mesh's lighting channel has changed to lighting channel 2, but still can be lit by the light(Lighting Channel 0)
  4. Eject(F8), change any setting on the mesh(like disable dynamic shadow), the mesh turns dark.
  5. Stop simulation, open the blueprint, link event BeginPlay to FlipFlop
  6. Play, press F several times, the mesh's lighting channel can be changed as expected.


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ComponentUE - Rendering
Affects Versions4.25.3
Target Fix4.27
Fix Commit14254633
CreatedAug 28, 2020
ResolvedOct 15, 2020
UpdatedApr 28, 2021